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Diablo 3 Real Money Auction House Details

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Re: Diablo 3 Real Money Auction House Details

#11

Step 1: Make getting good items so frustratingly repetitive that players start paying other people for getting those. Step 2: Instead of trying to fix that part of the game decide to monetize on this? Talk about game designers selling out badly ...

Gold farmers: If you can't beat 'em... tax 'em, apparently.

Re: Diablo 3 Real Money Auction House Details

#12
post #7

This will be interesting. Especially after someone figures out how to dupe (duplicate) items in-game. Ah... Fond memories of duping items in the original Diablo game -- Obsidian Ring of the Zodiac, Godly Plate of the Whale, King's Sword of Haste... =]

> Especially after someone figures out how to dupe (duplicate) items in-game. Does WoW have duping problems? I was under the impression that it was the particular way D2 handled items[1] that allowed duping, not a necessary part of any game. [1] Probably at the time, the trade-off for being secure would have been unacceptable performance and/or database bloat.

>Does WoW have duping problems?

Not really. I can recall just one time where someone found an exploit to do so, probably 3+ years ago, which was handled quickly.

Re: Diablo 3 Real Money Auction House Details

#15

Step 1: Make getting good items so frustratingly repetitive that players start paying other people for getting those. Step 2: Instead of trying to fix that part of the game decide to monetize on this? Talk about game designers selling out badly ...

As a Diablo 2 player, Step 1 is the nature of the game. Unique Items are extremely rare, so that when you got one, it was a super big deal. You never know what items will drop when you kill the next monster, but odds are extremely low it will be something good.

I think that Blizzard monetizing item auctions is acceptable if it's simply done through in-game interface instead of eBay (or shady websites). Of all companies, Blizzard is not a stupid company, so I assume they won't blatantly sell out (and ruin) their gameplay mechanics to monetize D3 via auctions.

Re: Diablo 3 Real Money Auction House Details

#16

Step 1: Make getting good items so frustratingly repetitive that players start paying other people for getting those. Step 2: Instead of trying to fix that part of the game decide to monetize on this? Talk about game designers selling out badly ...

It doesn't matter what Blizzard does to make it easier to get, really. If there is even a perception of rarity, someone will try to sell it for real money.

An entire economy has developed around buying virtual items, and Blizzard is only the latest ones to try to cash in on it. EVE Online does this with the PLEX licenses, which are 1 month subscriptions that players can buy with real money, then sell them in-game to other players. Everquest 2 had(or has?) servers that allowed the player to do the exact same thing, by auctioning off in-game items and characters for real money.

Blizzard's is doing the exact same thing that SOE and CCP did. They're making sure that they are going to get a cut of the money that will be flowing through the game.

Re: Diablo 3 Real Money Auction House Details

#17
post #6

Hasn't blizzard been previously quite aggressive about how game breaking player driven cash economies are - i.e. gold selling and the such? But now they think it's a fine idea as long as they're getting a real world cash fee? Seems to suggest they never saw it as game breaking as much as revenue stealing.

Do you think that cash transactions are unavoidable?

Players sell accounts, power leveling services, items, gold, etc. There are always people who are willing to pay real cash for virtual things. Without fundamentally changing the game, you can't get rid of people meeting on 3rd party (or in-game channels) to trade cash for in-game goods/services.

As a player, it's acceptable for Blizzard to aggregate the market in-house and take their cut of inevitable monetary transactions. If they change the game to encourage spending real money to get ahead (like battlefield heroes?), then I would stop playing. If they are responsible about it (only acting as a clearinghouse, but not affecting balance mechanics), it isn't a problem for me.

Re: Diablo 3 Real Money Auction House Details

#18
post #6

Hasn't blizzard been previously quite aggressive about how game breaking player driven cash economies are - i.e. gold selling and the such? But now they think it's a fine idea as long as they're getting a real world cash fee? Seems to suggest they never saw it as game breaking as much as revenue stealing.

Or they never balanced a previous game around that, and they have now. It's possible that gold selling in some games could break the game, because that game wasn't designed with gold selling in mind. If you start with the premise that players will use real world money to buy in game items, you can balance around that.

Re: Diablo 3 Real Money Auction House Details

#19
post #6

Hasn't blizzard been previously quite aggressive about how game breaking player driven cash economies are - i.e. gold selling and the such? But now they think it's a fine idea as long as they're getting a real world cash fee? Seems to suggest they never saw it as game breaking as much as revenue stealing.

There's a perfectly reasonable middle ground where they know from experience that a secondary market in virtual items is inevitable, and they think they'll have more of an ability to control how that effects their gameplay if they're the ones who run it.
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